Author Topic: The Void Crow - Not (quite) a LAM  (Read 1265 times)

Hallu

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The Void Crow - Not (quite) a LAM
« on: 27 October 2019, 10:00:09 »
Hello everyone, I'm kind of new around here; while I've followed Battletech on and off for years, I have very little actual experience with it. My latest phase involved going on deep dives in Sarna and eventually these forums, and wound up with me downloading MegaMekLab so I could play around with building mechs with toys that simply don't exist in any of the video games, which have been my main interaction with the franchise. Now I feel a need to share one of my designs, which is a super-premium Dark Age clan mech, of course, because that's where (most of the) best toys are.
I like to couch the designs in some elaborate fluff context so I hope you'll indulge me there; I tried to have some of the real life design process reflected in the fluff, but it's pretty long. References to a Steel Crow are actually a predecessor design to this, pretty much a fancy Gyrfalcon clone that I also have an elaborate fluff context for and is supposed to be an embarrassing failure, explaining why it doesn't exist in the canon. If any one wants me to post that I will, but this post is already long enough on its own and I haven't even got to the many configurations yet, so without further ado, the sad story of a clan boondoggle, the Void Crow.

-

The latter years of Stone's Peace were hard on all the clans, but especially so to the mechwarriors of Clan Snow Raven. Held in lower esteem than the clan's aerospace pilots, held by native Outworlders in a varied mix of pity, contempt and disgust, and trapped in a realm far from other clans with only occasional raids by the DCMS and inglorious pirate hunting to leaven their boredom, Raven mechwarriors were seized by an aimless ennui eroding away their morale and discipline. Something had to be done to maintain the touman's esprit de corps, and the clan council looked to their fellow clans for a solution.
The Jade Falcons' introduction of a new line of totem mechs in the 3110s served as an inspiration. Though, as always, much poorer in wealth and resources than the Falcons, the Raven clan council decided that the declining state of the touman was worth the cost, deciding to develop a single new medium omnimech in place of the full spread that the Falcons created. After all the false starts (re: the Steel Crow fiasco), cost overruns, delays, and other assorted problems, it remains to be seen whether that decision was correct; certainly the product of the program has yet to see full-scale production, and appears to be indefinitely postponed since Grey Monday.

Code: [Select]
Void Crow [Chassis]

Mass: 55 tons
Chassis: Endo-Composite Biped
Power Plant: 330 XL
Cruising Speed: 64.8 kph
Maximum Speed: 97.2 kph
Jump Jets: None
     Jump Capacity: 0 meters
Armor: Ferro-Lamellor
Armament:
Manufacturer: Unknown
     Primary Factory: Unknown
Communication System: Unknown
Targeting & Tracking System: Unknown
Introduction Year: 3145
Tech Rating/Availability: F/X-X-X-E
Cost: 14,290,031 C-bills

Type: Void Crow
Technology Base: Clan (Experimental)
Tonnage: 55
Battle Value: 961

Equipment                                          Mass
Internal Structure            Endo-Composite        4.5
Engine                        330 XL               12.5
Walking MP: 6
Running MP: 9
Jumping MP: 0
Double Heat Sink              10 [20]                 0
Gyro                                                  4
Cockpit                                               3
Armor Factor (Ferro-Lamellor) 182                    13

                          Internal   Armor   
                          Structure  Value   
     Head                    3         9     
     Center Torso            18        27   
     Center Torso (rear)               8     
     R/L Torso               13        20   
     R/L Torso (rear)                  6     
     R/L Arm                 9         18   
     R/L Leg                 13        25   

Weight and Space Allocation
Location                      Fixed               Space Remaining
Head                          None                    1
Center Torso                  None                    2
Right Torso                   Endo-Composite          6
                              3 Partial Wing           
                              2 XL Engine             
Left Torso                    Endo-Composite          6
                              3 Partial Wing           
                              2 XL Engine             
Right Arm                     Endo-Composite          3
                              6 Ferro-Lamellor         
Left Arm                      Endo-Composite          3
                              6 Ferro-Lamellor         
Right Leg                     None                    2
Left Leg                      None                    2

Right Arm Actuators: Shoulder, Upper Arm
Left Arm Actuators: Shoulder, Upper Arm

Weapons
and Ammo              Location  Critical   Heat    Tonnage


The brief for the project was to create a new, premium omnimech to demonstrate the technological and industrial prowess of the Raven Alliance. To that end, no expense was (in theory) spared, although subtle bureaucratic resistance from the merchant caste nudged the project towards a design that would not bankrupt the state to mass produce. At fifty-five tonnes, the new mech would be at the top end of the medium weight class, and the use of several technologies, such as ferro-lamellor armour and a partial wing system, were mandated by the clan council, considerably constricting the design space scientists had to work with.
These same technologies also constricted the literal space the engineering teams had to work with; although the designers were able to talk down the warriors from hard-mounting an improved jump jet system after the Steel Crow debacle, they still demanded the mech be able to at least mount a full set as pods, and after reserving volume for this requirement, the partial wing and the considerable bulk of the ferro-lamellor armour, designers struggled to balance maintaining a reasonable pod space for configurations with ensuring there was enough actual internal volume to use that pod space with.
After the merchant factor not-so-subtly intimated that building another fusion engine line would be unacceptably costly while the clan already had a perfectly good engine in production in use by not one but two 55 tonne war machines, a 330 XL engine was selected, propelling the mech to a comfortable 97 kph. While engineers hoped to use endo-steel to eke out a little bit more pod space, this would make it physically impossible for the mech to mount any actual equipment while using the mandated full set of improved jump jets, so endo-composite was used as a compromise.
After reviewing the proposed chassis specifications, the scientists came to the sudden and humiliating realisation that they had come to nearly the same mix of structural technologies that the space-adapted Dark Crow 3 design team had come to nearly half a century earlier, with only the huge and expensive XXL engine replaced by a marginally less huge and expensive XL engine. In a moment of inspiration, designers reframed the proposal as an economical conversion of the Dark Crow 3 production line to save on cost, with a cheaper engine to make up for using far, far more of the expensive ferro-lamellor armour, 13 tonnes to the earlier mech's 8.
The result is a mech with impressive, potentially spectacular, mobility, solid protection and anemic firepower. Warriors have not warmed up to the machine, and production approval sat on the clan council agenda for years without so much as a word of discussion until Grey Monday struck and completely fell off in the resulting chaos. As of now, the project is still awaiting approval, with a skeleton team of technicians, scientists and test pilots officially conducting a 'feasibility study' on tooling conversion long completed in reality, mostly passing the time by concocting ever more configurations and trying to convince commanders to let them go on 'field tests'.

With a menacing, hunched profile, the Void Crow inspired wits among the Ravens to mock it as a LAM trapped in airmech mode, and dark rumours circulate that the conventional components of the mech's chassis are actually scavenged from UOC Wusun omnifighter frames that failed quality control checks. Though this is clearly a technical impossibility, even supporters of the mech have to admit that it does in fact strongly resemble the fighter, which designers thought might meet with approval; instead, mechwarriors have decried it as an example of an aerospace-dominated leadership unable and unwilling to understand their needs.

Hallu

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Re: The Void Crow - Not (quite) a LAM
« Reply #1 on: 27 October 2019, 10:56:40 »
The Improved Jump Jet Configurations

Code: [Select]
Void Crow Prime

Mass: 55 tons
Chassis: Endo-Composite Biped
Power Plant: 330 XL
Cruising Speed: 64.8 kph
Maximum Speed: 97.2 kph
Jump Jets: Improved
     Jump Capacity: 330 meters
Armor: Ferro-Lamellor
Armament:
     15.5 tons of pod space
Manufacturer: Unknown
     Primary Factory: Unknown
Communication System: Unknown
Targeting & Tracking System: Unknown
Introduction Year: 3145
Tech Rating/Availability: F/X-X-X-E
Cost: 19,177,859 C-bills

Type: Void Crow
Technology Base: Clan (Experimental)
Tonnage: 55
Battle Value: 1,773

Equipment                                          Mass
Internal Structure            Endo-Composite        4.5
Engine                        330 XL               12.5
Walking MP: 6
Running MP: 9
Jumping MP: 11
Double Heat Sink              10 [20]                 0
Gyro                                                  4
Cockpit                                               3
Armor Factor (Ferro-Lamellor) 182                    13

                          Internal   Armor   
                          Structure  Value   
     Head                    3         9     
     Center Torso            18        27   
     Center Torso (rear)               8     
     R/L Torso               13        20   
     R/L Torso (rear)                  6     
     R/L Arm                 9         18   
     R/L Leg                 13        25   

Weight and Space Allocation
Location                      Fixed               Space Remaining
Head                          None                    1
Center Torso                  None                    2
Right Torso                   Endo-Composite          6
                              3 Partial Wing           
                              2 XL Engine             
Left Torso                    Endo-Composite          6
                              3 Partial Wing           
                              2 XL Engine             
Right Arm                     Endo-Composite          3
                              6 Ferro-Lamellor         
Left Arm                      Endo-Composite          3
                              6 Ferro-Lamellor         
Right Leg                     None                    2
Left Leg                      None                    2

Right Arm Actuators: Shoulder, Upper Arm
Left Arm Actuators: Shoulder, Upper Arm

Weapons
and Ammo                 Location  Critical   Heat    Tonnage
Improved Jump Jet           LL        2        -       1.0   
Improved Jump Jet           CT        2        -       1.0   
3 Improved Jump Jets        RT        6        -       3.0   
ER Small Laser              LA        1        2       0.5   
Medium Pulse Laser          LA        1        4       2.0   
3 Improved Jump Jets        LT        6        -       3.0   
Improved Jump Jet           RL        2        -       1.0   
Streak SRM 6 Ammo (15)      RA        1        -       1.0   
Streak SRM 6                RA        2        4       3.0   


Although experience with the notoriously finicky jump control system of the Steel Crow guided the development of the Void Crow's control interface, certain design requirements ensured that it would still be considerably more complicated than the typical scheme. To help overcome that, the Prime configuration mounts weapons systems that require less attention from the pilot while he masters the jump system that is so integral to the mech's concept. Comparisons to the Wusun, however, are not helped, as the primary battery uses exactly the same weapons as the omnifighter's, if much fewer of them.
The pulse laser and Streak SRM system are highly accurate and even when the missiles lock and fire are still well within the heat dissipation capacities of the mech, so the pilot has to pay less attention to gunnery and none at all to heat concerns while he masters the jump system. In exchange, however, total throw weight, though respectable thanks to powerful and light clan weapons, is rather low, with the additional ER small laser an attempt to eke out just a little bit more firepower, and engagement range is very short for a clantech environment.

Code: [Select]
Void Crow A

Mass: 55 tons
Chassis: Endo-Composite Biped
Power Plant: 330 XL
Cruising Speed: 64.8 kph
Maximum Speed: 97.2 kph
Jump Jets: Improved
     Jump Capacity: 330 meters
Armor: Ferro-Lamellor
Armament:
     15.5 tons of pod space
Manufacturer: Unknown
     Primary Factory: Unknown
Communication System: Unknown
Targeting & Tracking System: Unknown
Introduction Year: 3145
Tech Rating/Availability: F/X-X-X-E
Cost: 19,705,344 C-bills

Type: Void Crow
Technology Base: Clan (Experimental)
Tonnage: 55
Battle Value: 2,325

Equipment                                          Mass
Internal Structure            Endo-Composite        4.5
Engine                        330 XL               12.5
Walking MP: 6
Running MP: 9
Jumping MP: 11
Double Heat Sink              10 [20]                 0
Gyro                                                  4
Cockpit                                               3
Armor Factor (Ferro-Lamellor) 182                    13

                          Internal   Armor   
                          Structure  Value   
     Head                    3         9     
     Center Torso            18        27   
     Center Torso (rear)               8     
     R/L Torso               13        20   
     R/L Torso (rear)                  6     
     R/L Arm                 9         18   
     R/L Leg                 13        25   

Weight and Space Allocation
Location                      Fixed               Space Remaining
Head                          None                    1
Center Torso                  None                    2
Right Torso                   Endo-Composite          6
                              3 Partial Wing           
                              2 XL Engine             
Left Torso                    Endo-Composite          6
                              3 Partial Wing           
                              2 XL Engine             
Right Arm                     Endo-Composite          3
                              6 Ferro-Lamellor         
Left Arm                      Endo-Composite          3
                              6 Ferro-Lamellor         
Right Leg                     None                    2
Left Leg                      None                    2

Right Arm Actuators: Shoulder, Upper Arm
Left Arm Actuators: Shoulder, Upper Arm

Weapons
and Ammo                     Location  Critical   Heat    Tonnage
Improved Jump Jet               LL        2        -       1.0   
Improved Jump Jet               CT        2        -       1.0   
3 Improved Jump Jets            RT        6        -       3.0   
Improved Heavy Large Laser      LA        3        18      4.0   
3 Improved Jump Jets            LT        6        -       3.0   
Improved Jump Jet               RL        2        -       1.0   
Flamer                          RA        1        3       0.5   
2 ER Medium Lasers              RA        2        5       2.0   


For pilots who are already comfortable with the jump system, the A configuration offers considerably more firepower at greater ranges, though still considered 'short' for clansmen. The Improved Heavy large laser is a fearsome weapon that will obliterate the head of any mech not using one of a highly specialised selection of armour types, and in a normal atmosphere the mech can continuously use its 330 metre jumps and fire the weapon without any heat buildup. When the pilot feels more firepower is warranted, two clan ER medium lasers present a formidable barrage.
The flamer is considered more of a tool than a weapon in this configuration, and if for whatever reason the mechwarrior feels the need to engage infantry that he could otherwise trivially bypass it is much more useful than the otherwise fearsome laser battery. Due to weight and space constraints, however, heat must be carefully managed as it is not possible to mount additional heat sinks.

Code: [Select]
Void Crow B

Mass: 55 tons
Chassis: Endo-Composite Biped
Power Plant: 330 XL
Cruising Speed: 64.8 kph
Maximum Speed: 97.2 kph
Jump Jets: Improved
     Jump Capacity: 330 meters
Armor: Ferro-Lamellor
Armament:
     15.5 tons of pod space
Manufacturer: Unknown
     Primary Factory: Unknown
Communication System: Unknown
Targeting & Tracking System: Unknown
Introduction Year: 3145
Tech Rating/Availability: F/X-X-X-E
Cost: 19,607,500 C-bills

Type: Void Crow
Technology Base: Clan (Experimental)
Tonnage: 55
Battle Value: 1,755

Equipment                                          Mass
Internal Structure            Endo-Composite        4.5
Engine                        330 XL               12.5
Walking MP: 6
Running MP: 9
Jumping MP: 11
Double Heat Sink              10 [20]                 0
Gyro                                                  4
Cockpit                                               3
Armor Factor (Ferro-Lamellor) 182                    13

                          Internal   Armor   
                          Structure  Value   
     Head                    3         9     
     Center Torso            18        27   
     Center Torso (rear)               8     
     R/L Torso               13        20   
     R/L Torso (rear)                  6     
     R/L Arm                 9         18   
     R/L Leg                 13        25   

Weight and Space Allocation
Location                      Fixed               Space Remaining
Head                          None                    1
Center Torso                  None                    2
Right Torso                   Endo-Composite          6
                              3 Partial Wing           
                              2 XL Engine             
Left Torso                    Endo-Composite          6
                              3 Partial Wing           
                              2 XL Engine             
Right Arm                     Endo-Composite          3
                              6 Ferro-Lamellor         
Left Arm                      Endo-Composite          3
                              6 Ferro-Lamellor         
Right Leg                     None                    2
Left Leg                      None                    2

Right Arm Actuators: Shoulder, Upper Arm
Left Arm Actuators: Shoulder, Upper Arm

Weapons
and Ammo                      Location  Critical   Heat    Tonnage
Improved Jump Jet                LL        2        -       1.0   
Improved Jump Jet                CT        2        -       1.0   
3 Improved Jump Jets             RT        6        -       3.0   
Improved Heavy Medium Laser      LA        2        7       1.0   
3 Improved Jump Jets             LT        6        -       3.0   
Improved Jump Jet                RL        2        -       1.0   
SRM 6 Ammo (15)                  HD        1        -       1.0   
3 SRM 6s                         RA        3        4       4.5   


Where the A configuration looks to resolve the 'range' issue of the Prime configuration, the B configuration is emphatically about improving the 'firepower' problem. SRM range is considered knife-fighting distance in clan combat, and the configuration has nothing that reaches beyond that, but while within that range a clan Improved Heavy medium laser outputs twice as much damage as its conventional progenitor, and eighteen SRMs are more than enough to knock a mech over from their impacts. Ammunition endurance is quite low, with less than a minute of sustained fire, but pilots do not seem to have a problem with this.
In fact, contrary to intended doctrine, pilots will usually fire all their missiles continuously as soon as they enter range; this is explained by the fact that the only practical location to store the ammunition magazine is directly below the cockpit. Engineers argue that losing all weapons with the loss of the left arm is an unnecessarily vulnerable design for a mech with this much high-grade armour, but pilots are not especially reassured that the ejection systems of the jury-rigged prototypes are absolutely up to standard. Entirely aside from having to sit directly upon a ton of volatile high explosives in a combat environment, clan warriors do not concern themselves overmuch with the lack of ammunition, as it is sufficient to defeat a single opponent in a one-on-one trial.

Code: [Select]
Void Crow C

Mass: 55 tons
Chassis: Endo-Composite Biped
Power Plant: 330 XL
Cruising Speed: 64.8 kph
Maximum Speed: 97.2 kph
Jump Jets: Improved
     Jump Capacity: 330 meters
Armor: Ferro-Lamellor
Armament:
     15.5 tons of pod space
Manufacturer: Unknown
     Primary Factory: Unknown
Communication System: Unknown
Targeting & Tracking System: Unknown
Introduction Year: 3145
Tech Rating/Availability: F/X-X-X-E
Cost: 19,627,844 C-bills

Type: Void Crow
Technology Base: Clan (Experimental)
Tonnage: 55
Battle Value: 1,803

Equipment                                          Mass
Internal Structure            Endo-Composite        4.5
Engine                        330 XL               12.5
Walking MP: 6
Running MP: 9
Jumping MP: 11
Double Heat Sink              10 [20]                 0
Gyro                                                  4
Cockpit                                               3
Armor Factor (Ferro-Lamellor) 182                    13

                          Internal   Armor   
                          Structure  Value   
     Head                    3         9     
     Center Torso            18        27   
     Center Torso (rear)               8     
     R/L Torso               13        20   
     R/L Torso (rear)                  6     
     R/L Arm                 9         18   
     R/L Leg                 13        25   

Weight and Space Allocation
Location                      Fixed               Space Remaining
Head                          None                    1
Center Torso                  None                    2
Right Torso                   Endo-Composite          6
                              3 Partial Wing           
                              2 XL Engine             
Left Torso                    Endo-Composite          6
                              3 Partial Wing           
                              2 XL Engine             
Right Arm                     Endo-Composite          3
                              6 Ferro-Lamellor         
Left Arm                      Endo-Composite          3
                              6 Ferro-Lamellor         
Right Leg                     None                    2
Left Leg                      None                    2

Right Arm Actuators: Shoulder, Upper Arm
Left Arm Actuators: Shoulder, Upper Arm

Weapons
and Ammo                      Location  Critical   Heat    Tonnage
Improved Jump Jet                LL        2        -       1.0   
Improved Jump Jet                CT        2        -       1.0   
3 Improved Jump Jets             RT        6        -       3.0   
Improved Heavy Medium Laser      LA        2        7       1.0   
Medium Pulse Laser               LA        1        4       2.0   
3 Improved Jump Jets             LT        6        -       3.0   
Improved Jump Jet                RL        2        -       1.0   
Flamer                           HD        1        3       0.5   
Improved Heavy Medium Laser      RA        2        7       1.0   
Medium Pulse Laser               RA        1        4       2.0   


The C configuration is apparently considered a 'scout hunting' design, using powerful clan pulse lasers and the extraordinarily long jumps of the mech to run down light scouts that in other contexts might consider themselves fast. Very, very few mechs can leap as far as the Void Crow with its full improved jump jet load and it can use those and the lasers continuously, and the accuracy of the pulse lasers helps diminish the effectiveness of evasive maneouvres against it. While many modern light mechs can outrun even a jumping Void Crow C by sprinting or through the use of superchargers and/or MASC systems, if they need to negotiate any terrain at all they will find the mech catching up.
Against harder targets that need firepower over accuracy to defeat, the C configuration mounts paired Improved Heavy medium lasers for additional punch; even with the hot, heavy lasers, it is simple for an experienced mechwarrior to adjust his firing patterns to prevent heat buildup from being a problem. A flamer is mounted for much the same reasons the A configuration mounts one: as an engineering tool and to incinerate any infantry platoons foolish enough to attract a full-sized mech's attention.

Hallu

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  • Posts: 10
Re: The Void Crow - Not (quite) a LAM
« Reply #2 on: 27 October 2019, 12:29:04 »
The Standard Jump Jet Configurations

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Void Crow D

Mass: 55 tons
Chassis: Endo-Composite Biped
Power Plant: 330 XL
Cruising Speed: 64.8 kph
Maximum Speed: 97.2 kph
Jump Jets: Standard
     Jump Capacity: 240 meters
Armor: Ferro-Lamellor
Armament:
     15.5 tons of pod space
Manufacturer: Unknown
     Primary Factory: Unknown
Communication System: Unknown
Targeting & Tracking System: Unknown
Introduction Year: 3145
Tech Rating/Availability: F/X-X-X-E
Cost: 16,331,188 C-bills

Type: Void Crow
Technology Base: Clan (Experimental)
Tonnage: 55
Battle Value: 2,055

Equipment                                          Mass
Internal Structure            Endo-Composite        4.5
Engine                        330 XL               12.5
Walking MP: 6
Running MP: 9
Jumping MP: 8
Double Heat Sink              10 [20]                 0
Gyro                                                  4
Cockpit                                               3
Armor Factor (Ferro-Lamellor) 182                    13

                          Internal   Armor   
                          Structure  Value   
     Head                    3         9     
     Center Torso            18        27   
     Center Torso (rear)               8     
     R/L Torso               13        20   
     R/L Torso (rear)                  6     
     R/L Arm                 9         18   
     R/L Leg                 13        25   

Weight and Space Allocation
Location                      Fixed               Space Remaining
Head                          None                    1
Center Torso                  None                    2
Right Torso                   Endo-Composite          6
                              3 Partial Wing           
                              2 XL Engine             
Left Torso                    Endo-Composite          6
                              3 Partial Wing           
                              2 XL Engine             
Right Arm                     Endo-Composite          3
                              6 Ferro-Lamellor         
Left Arm                      Endo-Composite          3
                              6 Ferro-Lamellor         
Right Leg                     None                    2
Left Leg                      None                    2

Right Arm Actuators: Shoulder, Upper Arm
Left Arm Actuators: Shoulder, Upper Arm

Weapons
and Ammo                         Location  Critical   Heat    Tonnage
ER Large Laser                      CT        1        12      4.0   
ATM 3                               RT        2        2       1.5   
3 Jump Jets                         RT        3        -       1.5   
High-Explosive ATM/3 Ammo (20)      RT        1        -       1.0   
ATM 3                               LA        2        2       1.5   
ATM 3                               LT        2        2       1.5   
Extended-Range ATM/3 Ammo (20)      LT        1        -       1.0   
3 Jump Jets                         LT        3        -       1.5   
Flamer                              HD        1        3       0.5   
ATM 3                               RA        2        2       1.5   


The D configuration is rather odd, with a large number of small ATM racks that the mech is presumably unable to consolidate into a single launcher due to space constraints, yet only mounting two tonnes of munitions, restricting the versatility and endurance of the launchers. They are perhaps better considered a secondary battery, despite the two thirds of the pod space and majority of internal volume they consume, playing a supporting role to the ER large laser.
With extremely long range and still, with the partial wing, jumping far enough to match the venerable Spider, the D configuration is expected to be able to control engagement range against the majority of its opponents, wearing down their armour with ER missiles and lasers before swooping in with HE missiles to close the deal against a battered enemy, a similar philosophy to the Raven's Goshawk II. The 'engineering' flamer once more makes an appearance, and similar to the B configuration the ammunition is considered sufficient for a short and sharp trial.

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Void Crow E

Mass: 55 tons
Chassis: Endo-Composite Biped
Power Plant: 330 XL
Cruising Speed: 64.8 kph
Maximum Speed: 97.2 kph
Jump Jets: Standard
     Jump Capacity: 240 meters
Armor: Ferro-Lamellor
Armament:
     15.5 tons of pod space
Manufacturer: Unknown
     Primary Factory: Unknown
Communication System: Unknown
Targeting & Tracking System: Unknown
Introduction Year: 3145
Tech Rating/Availability: F/X-X-X-E
Cost: 16,166,500 C-bills

Type: Void Crow
Technology Base: Clan (Experimental)
Tonnage: 55
Battle Value: 2,241

Equipment                                          Mass
Internal Structure            Endo-Composite        4.5
Engine                        330 XL               12.5
Walking MP: 6
Running MP: 9
Jumping MP: 8
Double Heat Sink              10 [20]                 0
Gyro                                                  4
Cockpit                                               3
Armor Factor (Ferro-Lamellor) 182                    13

                          Internal   Armor   
                          Structure  Value   
     Head                    3         9     
     Center Torso            18        27   
     Center Torso (rear)               8     
     R/L Torso               13        20   
     R/L Torso (rear)                  6     
     R/L Arm                 9         18   
     R/L Leg                 13        25   

Weight and Space Allocation
Location                      Fixed               Space Remaining
Head                          None                    1
Center Torso                  None                    2
Right Torso                   Endo-Composite          6
                              3 Partial Wing           
                              2 XL Engine             
Left Torso                    Endo-Composite          6
                              3 Partial Wing           
                              2 XL Engine             
Right Arm                     Endo-Composite          3
                              6 Ferro-Lamellor         
Left Arm                      Endo-Composite          3
                              6 Ferro-Lamellor         
Right Leg                     None                    2
Left Leg                      None                    2

Right Arm Actuators: Shoulder, Upper Arm
Left Arm Actuators: Shoulder, Upper Arm

Weapons
and Ammo              Location  Critical   Heat    Tonnage
2 ER Medium Lasers       CT        2        5       2.0   
LRM 5                    RT        1        2       1.0   
LRM 5 Ammo (48)          RT        2        -       2.0   
3 Jump Jets              RT        3        -       1.5   
2 LRM 5s                 LA        2        2       2.0   
LRM 5                    LT        1        2       1.0   
LRM 5 Ammo (48)          LT        2        -       2.0   
3 Jump Jets              LT        3        -       1.5   
Micro Pulse Laser        HD        1        1       0.5   
2 LRM 5s                 RA        2        2       2.0   


While the ammunition of the Void Crow E only lasts a minute longer, its plethora of smaller missile launchers and ammunition bins suggest a different purpose. A single bin can be used for alternate munitions while leaving enough left for a comfortable two minute's worth of sustained fire, and the many different launchers allow them to be separately targeted. The E has only been observed in field tests against pirates and other 'dezgra' forces where such tactics are generally acceptable.
An E configuration prototype accompanying Delta Galaxy on a response to a pirate raid used thunder munitions to lay a huge minefield that separated the fleeing pirate mechs from their convoy of flatbed trucks laden down with loot, ensuring its recovery; in another incident it used smoke to screen a star of charging protomechs to allow them to close to their effective range. While most warriors would balk at playing such a purely supportive role, the deep magazines mollify them somewhat by ensuring they can still participate in honourable combat.
A pair of clan ER medium lasers provide respectable backup for what is essentially a glorified Trebuchet, with a micro pulse laser to deal with any infantry miscreants, but that a cutting-edge clan omnimech can even be comparable in firepower to an old Succession Wars mainstay may provide some insight as to why Raven mechwarriors have been so reluctant to embrace the mech.

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Void Crow F

Mass: 55 tons
Chassis: Endo-Composite Biped
Power Plant: 330 XL
Cruising Speed: 64.8 kph
Maximum Speed: 97.2 kph
Jump Jets: Standard
     Jump Capacity: 240 meters
Armor: Ferro-Lamellor
Armament:
     15.5 tons of pod space
Manufacturer: Unknown
     Primary Factory: Unknown
Communication System: Unknown
Targeting & Tracking System: Unknown
Introduction Year: 3145
Tech Rating/Availability: F/X-X-X-E
Cost: 16,090,744 C-bills

Type: Void Crow
Technology Base: Clan (Experimental)
Tonnage: 55
Battle Value: 1,833

Equipment                                          Mass
Internal Structure            Endo-Composite        4.5
Engine                        330 XL               12.5
Walking MP: 6
Running MP: 9
Jumping MP: 8
Double Heat Sink              10 [20]                 0
Gyro                                                  4
Cockpit                                               3
Armor Factor (Ferro-Lamellor) 182                    13

                          Internal   Armor   
                          Structure  Value   
     Head                    3         9     
     Center Torso            18        27   
     Center Torso (rear)               8     
     R/L Torso               13        20   
     R/L Torso (rear)                  6     
     R/L Arm                 9         18   
     R/L Leg                 13        25   

Weight and Space Allocation
Location                      Fixed               Space Remaining
Head                          None                    1
Center Torso                  None                    2
Right Torso                   Endo-Composite          6
                              3 Partial Wing           
                              2 XL Engine             
Left Torso                    Endo-Composite          6
                              3 Partial Wing           
                              2 XL Engine             
Right Arm                     Endo-Composite          1
                              6 Ferro-Lamellor         
Left Arm                      Endo-Composite          3
                              6 Ferro-Lamellor         
Right Leg                     None                    2
Left Leg                      None                    2

Right Arm Actuators: Shoulder, Upper Arm, Lower Arm, Hand
Left Arm Actuators: Shoulder, Upper Arm

Weapons
and Ammo                   Location  Critical   Heat    Tonnage
2 Jump Jets                   LL        2        -       1.0   
2 Jump Jets                   CT        2        -       1.0   
LB 5-X Cluster Ammo (20)      RT        1        -       1.0   
LB 5-X AC                     RT        4        1       7.0   
ER Large Laser                LA        1        12      4.0   
2 Jump Jets                   RL        2        -       1.0   
ER Small Laser                HD        1        2       0.5   


The Snow Ravens are noted for having a fixation on anti-air weapons to the point of obsession. While this may be justifiable for a specialised omnimech configuration, the F configuration alone is apparently responsible for the excessively complicated jump system that mars the Void Crow piloting experience.
Mounting a single ER large laser and an LB 5-X autocannon, the F configuration enjoys significant range, always useful for engaging aerial foes, and the single tonne of autocannon ammunition is more than enough for any single engagement. While it reduces versatility, the obvious purpose of the configuration means this tonne is almost inevitably cluster ammunition. Apparently, the ER small laser was yet another last gasp for extra damage against hard targets, and an Improved Heavy is apparently a popular variation.
The problem with the F configuration is the bulk of the autocannon. Engineers could only find enough space to mount it in the cavernous torso bays designed to house the improved jump jets, but only without mounting the standard jump jet cluster there as well. While this is usually not a problem in an omnimech, designers had hoped to only have two standard configurations for jump jets, one for standard and one for improved, so that the control scheme could be a simple bi-modal design that was loaded with the configuration. The F configuration forced them to employ a more complex system that could adapt to almost any possible jump jet configuration at the cost of an excessively complicated and unfriendly user interface that is difficult to use in combat for the unpracticed.
Nevertheless, warriors demanded a configuration that became the F or one like it, unwittingly making the whole design more difficult to use. The fact that engineers had not fully anticipated this is made clear when the Alpha and Beta prototypes' right arms end in a stub just beyond the elbow when they mount the F configuration; designers had expected all weapons would be mounted in the arms and the arrangement of the mech's internal structure precluded the addition of lower arm and hand actuators. This would only be rectified in the Gamma through Epsilon production prototypes that do have hand actuators in this configuration.

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Void Crow G

Mass: 55 tons
Chassis: Endo-Composite Biped
Power Plant: 330 XL
Cruising Speed: 64.8 kph
Maximum Speed: 97.2 kph
Jump Jets: Standard
     Jump Capacity: 240 meters
Armor: Ferro-Lamellor
Armament:
     15.5 tons of pod space
Manufacturer: Unknown
     Primary Factory: Unknown
Communication System: Unknown
Targeting & Tracking System: Unknown
Introduction Year: 3145
Tech Rating/Availability: F/X-X-X-E
Cost: 16,067,203 C-bills

Type: Void Crow
Technology Base: Clan (Experimental)
Tonnage: 55
Battle Value: 2,049

Equipment                                          Mass
Internal Structure            Endo-Composite        4.5
Engine                        330 XL               12.5
Walking MP: 6
Running MP: 9
Jumping MP: 8
Double Heat Sink              10 [20]                 0
Gyro                                                  4
Cockpit                                               3
Armor Factor (Ferro-Lamellor) 182                    13

                          Internal   Armor   
                          Structure  Value   
     Head                    3         9     
     Center Torso            18        27   
     Center Torso (rear)               8     
     R/L Torso               13        20   
     R/L Torso (rear)                  6     
     R/L Arm                 9         17   
     R/L Leg                 13        26   

Weight and Space Allocation
Location                      Fixed               Space Remaining
Head                          None                    1
Center Torso                  None                    2
Right Torso                   Endo-Composite          6
                              3 Partial Wing           
                              2 XL Engine             
Left Torso                    Endo-Composite          6
                              3 Partial Wing           
                              2 XL Engine             
Right Arm                     Endo-Composite          3
                              6 Ferro-Lamellor         
Left Arm                      Endo-Composite          3
                              6 Ferro-Lamellor         
Right Leg                     None                    2
Left Leg                      None                    2

Right Arm Actuators: Shoulder, Upper Arm
Left Arm Actuators: Shoulder, Upper Arm

Weapons
and Ammo                  Location  Critical   Heat    Tonnage
Streak LRM 10 Ammo (12)      RT        1        -       1.0   
3 Jump Jets                  RT        3        -       1.5   
Large Pulse Laser            LA        2        10      6.0   
3 Jump Jets                  LT        3        -       1.5   
ER Small Laser               HD        1        2       0.5   
Streak LRM 10                RA        2        4       5.0   


By contrast, the G configuration is almost a blown up version of the Prime, apparently devised by test pilots to break in new mechwarriors unfamiliar with the Void Crow. While the Prime configuration emphasises jumping and piloting, the G configuration shifts the balance slightly more towards gunnery, with the standard jump jets and considerably longer ranges of its weapons. Nevertheless, the large pulse laser and Streak LRM rack are both just as user-friendly as the medium and SRMs of the Prime, and are completely unable to cause a heat problem without engine damage. The ER small laser is apparently a holdover from the Prime and relocated to the head because of the much larger range differential with the large pulse laser.
Two minutes of sustained fire might be considered somewhat limited for ammunition, but the Streak system ensures that all 120 missiles will hit a target, barring some specialised defensive systems, and due to the long ranges involved tends not to lock as often as the SRM system, meaning it usually lasts much longer than two minutes in actual combat. More troubling is the inability to use indirect fire, but the tactic is contentious in zellbrigen-governed combat and the configuration seems to be designed more as a trainer than necessarily a combat unit. Either way, the impressive mobility and protection of the mech mean it has both an easier time reaching good firing positions and surviving once it is there.

-

There are still more configurations, actually, but it's late already and this is enough for one night.

Yes, I know I kind of messed up with making the 'D' the ATM config and the 'E' the LRM config, but I had the ATM idea first and the 'lots of small launchers' thing was what gave me the idea of how to make the LRMs work better. And yeah, I kind of cheated with those by using the weight savings of multiple smaller launchers instead of eating the extra weight with the big ones. In my defence, the ATMs are big enough that I can't reasonably mount more than one to a single location and have space for ammo (inside the side torsos) and I thought of the LRM config as sort of a whole point of Hippogriffs condensed into one mech, where the ability to independently target each launcher was a big deal. The other thing I liked was the imagery of the torsos and 'arms' opening up and letting loose a big missile salvo from all across the mech like something out of Macross, and fewer bigger launchers felt like it wouldn't quite be the same curtain of fire.

Most of the configs were actually just made by looking for different weapons that had the same or similar range brackets. I imagined that with 8 or 11 jump range, this mech could control engagement range against anything around its own weight or heavier, so it was a matter of picking the range you preferred. I'm particularly fond of the B config, which is kind of crazy in multiple different ways, but it feels like the kind of thing that has character with its balls-out madness. I originally intended to just go with 2 SRM 6s and maybe more ammo and a chaser gun or light TAG (that even has the same ranges!) but I kept coming back to the 3 with not enough ammo because it felt so much more interesting (read: less sane).

Cyk0

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  • Posts: 188
Re: The Void Crow - Not (quite) a LAM
« Reply #3 on: 29 October 2019, 08:36:35 »
Logged in just to comment on this one.

Most people are slow to comment on longer posts because its more to read through (And dark age stuff doesn't feel as popular)

Serious amount of work going into this design (omnimechs tend to have that effect)
I like procurement bits of the backstory makes it feel more real.

From a technical standpoint its cool, personally I like to keep jumps ranges just over hit penalty brackets so in that regard you could even be a bit more conservative. And since you are in the dark age I would consider trying to slap on more to hit penalties. And I love to see even more pulse weapons too (You have a good amount of them, but you can never have to many)

That being said good jumping design, in my second favorite weight level for jumpers ;)


Hptm. Streiger

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  • Posts: 968
  • 3d artist, spread sheet warrior, KTF
Re: The Void Crow - Not (quite) a LAM
« Reply #4 on: 29 October 2019, 09:24:31 »
Good work on the omni and lore.

So the main goal of that vehicle is survival - I know that you usually end with either not enough room or not enough weight - but i think a 6/9/6 works good enough without improved jumpjets - and if you use improved jump jets 10 should give you the same as 11 but you safe 1ton and 2 criticals.

a 275XL or even a 275 with STD fusion and endo steel could work as well (although a fat spider IIC with just two Medium Pulse Lasers and TC with a 5/8/10 movement profile is a complete different mech)


Cyk0

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  • Posts: 188
Re: The Void Crow - Not (quite) a LAM
« Reply #5 on: 29 October 2019, 10:02:24 »
I had to trow together a showcase to show why 55t is only my second favorite weight class for jumpers. (based on your design just more survivable and heavily armed)

(I could do a way more evil take if i include mixed tech shenanigans)

Code: [Select]
Showcasing 85t

Mass: 85 tons
Tech Base: Clan
Chassis Config: Biped
Rules Level: Experimental Tech
Era: Dark Ages
Tech Rating/Era Availability: F/X-X-F-A
Production Year: 3132
Cost: 23,824,238 C-Bills
Battle Value: 2,786

Chassis: Unknown Endo-Composite
Power Plant: Unknown 340 Fusion XL Engine
Walking Speed: 43.2 km/h
Maximum Speed: 64.8 km/h
Jump Jets: Unknown
    Jump Capacity: 180 meters (210 meters)
Armor: Unknown Ferro-Lamellor
Armament:
    3  Large Pulse Lasers
Manufacturer: Unknown
    Primary Factory: Unknown
Communications System: Unknown
Targeting and Tracking System: Unknown

================================================================================
Equipment           Type                         Rating                   Mass 
--------------------------------------------------------------------------------
Internal Structure: Endo-Composite               130 points                6.50
    Internal Locations: 1 HD, 1 CT, 1 LA, 1 RA
Engine:             XL Fusion Engine             340                      13.50
    Walking MP: 4
    Running MP: 6
    Jumping MP: 6 (7) Improved
    Jump Jet Locations: 3 LT, 3 RT                                        12.00
Heat Sinks:         Double Heat Sink             15(33)                    5.00
    Heat Sink Locations: 1 LL, 1 RL
Gyro:               Standard                                               4.00
Cockpit:            Standard                                               3.00
    Actuators:      L: SH+UA+LA+H    R: SH+UA+LA
Armor:              Ferro-Lamellor               AV - 259                 18.50
    Armor Locations: 1 CT, 1 LT, 1 RT, 5 LA, 4 RA

                                                      Internal       Armor     
                                                      Structure      Factor     
                                                Head     3            9         
                                        Center Torso     27           42       
                                 Center Torso (rear)                  12       
                                           L/R Torso     18           25       
                                    L/R Torso (rear)                  10       
                                             L/R Arm     14           28       
                                             L/R Leg     18           35       

================================================================================
Equipment                                 Location    Heat    Critical    Mass 
--------------------------------------------------------------------------------
Partial Wing                                 LT/RT     -         3/3       4.50
2 Large Pulse Lasers                         RA        20        4        12.00
Large Pulse Laser                            LA        10        2         6.00
                                            Free Critical Slots: 0

BattleForce Statistics
MV      S (+0)  M (+2)  L (+4)  E (+6)   Wt.   Ov   Armor:     10    Points: 28
4/7j       4       4       4       0      4     0   Structure:  2
Special Abilities: ENE, SRCH, ES, SEAL, SOA

Daryk

  • Lieutenant General
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  • Posts: 37365
  • The Double Deuce II/II-σ
Re: The Void Crow - Not (quite) a LAM
« Reply #6 on: 29 October 2019, 16:37:36 »
Ah, I see why that would be your favorite tonnage now... I still prefer something that can reach 10 jump, though. The "Super Spider" I ran in a poorly designed tournament (that at least had the sense to ban LAMs) way back in the day was still a LOT of fun for me.

Cyk0

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  • Posts: 188
Re: The Void Crow - Not (quite) a LAM
« Reply #7 on: 30 October 2019, 03:23:44 »
Yea, yea 10 jump is the reason 55 is my second fav weight for long jumping. But they do leave allot of performance on the table compared to a 7 jumper for that extra mobility and hit modifier. Good for scouts or light hunters though.

Hallu

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  • Posts: 10
Re: The Void Crow - Not (quite) a LAM
« Reply #8 on: 02 November 2019, 09:55:16 »
Thanks for all the supportive words, everyone.

About pulse lasers, I quite like them too, but at this level of pod space a medium is twice as heavy as an ER or iH. I was seriously disappointed at the level of firepower I could fit in the Prime just trying to stick to 4/8/12 weapons. The other thing is, uh, I was under the impression that jumpy pulse boats are kind of a... faux pas around here.

With regards to jump distance, I'm actually curious about that. My understanding is that conventional wisdom is to keep to even numbers for long distances due to TMM brackets, but I was wondering if the intangible, not easily quantified advantages of an additional hex's distance might be worth the weight, heat and crits.
Basically my thought is this: with these levels of pod space, this mech can't hang with the big boys in slugging matches, not even with similarly weighted mechs like the Stormcrow or Mad Dog or even Nova. I could just fill it up with ER medium lasers, but it doesn't have the heat sinks to pull that off either. Therefore, in order to be reasonably effective in combat, this guy has to be a backstabber, and the long jump distance is to get into the rear arc of the other guy and use its limited weapons against their weakest armour facings. In that context, I felt that even a single hex can be a big step-change in offensive effectiveness, so speed is worth maximising for that purpose. Then there's the idea of defensive step-changes in that one hex, compounded over several turns, can mean a whole turn less of being shot at by the enemy's full weapons complement instead of whatever they can point behind them, or it could mean never having to step foot in their best range bands because they are entirely bypassed in a single turn.
However, all of these musings are the thoughts of an armchair designer, so I don't know if they actually work in practice; it may well be that the marginal benefit of 10% increased movement is less than the tonnage, heat and crits freed. The CT IJJ could be 7 damage at 15 hexes, or 10 at 9 or even 12 at 3, or it could be a net -3 reduction in heat with a DHS. Maybe the A config has enough range to do what it wants and could have significantly better firing patterns with another DHS; maybe those configs that include a small laser just for the vain hope of inflicting a PSR at point blank range would be better served with another medium laser of some kind.

I know the mech is basically too fast for its own good and that it would probably be significantly more effective at a lower speed; if it's just the magic 10 jump distance that matters a 5/8/10 will have a lot more pod space and roughly the same effectiveness, and certainly another 1 hex is probably not worth the ~6 tonnes spent uprating the engine and installing another IJJ. I think I was seized with the idea of seeing if I could even make 6/9/11 work at all, more than anything. I'll share the Steel Crow, which is almost certainly more sensible (questionable configs aside) and explain my design goals at the end of this.

Code: [Select]
Steel Crow Prime

Mass: 55 tons
Chassis: Standard Biped
Power Plant: 275 XL
Cruising Speed: 54 kph
Maximum Speed: 86.4 kph
Jump Jets: Improved
     Jump Capacity: 300 meters
Armor: Ferro-Lamellor
Armament:
     12.0 tons of pod space
Manufacturer: Unknown
     Primary Factory: Unknown
Communication System: Unknown
Targeting & Tracking System: Unknown
Introduction Year: 3145
Tech Rating/Availability: F/X-X-X-E
Cost: 16,574,990 C-bills

Type: Steel Crow
Technology Base: Clan (Experimental)
Tonnage: 55
Battle Value: 2,301

Equipment                                          Mass
Internal Structure                                  5.5
Engine                        275 XL                  8
Walking MP: 5
Running MP: 8
Jumping MP: 10
Double Heat Sink              10 [20]                 0
Gyro                                                  3
Cockpit                                               3
Armor Factor (Ferro-Lamellor) 182                    13

                          Internal   Armor   
                          Structure  Value   
     Head                    3         9     
     Center Torso            18        27   
     Center Torso (rear)               8     
     R/L Torso               13        20   
     R/L Torso (rear)                  6     
     R/L Arm                 9         17   
     R/L Leg                 13        26   

Weight and Space Allocation
Location                      Fixed               Space Remaining
Head                          None                    1
Center Torso                  2 Ferro-Lamellor        0
Right Torso                   6 Improved Jump Jet     1
                              3 Partial Wing           
                              2 XL Engine             
Left Torso                    6 Improved Jump Jet     1
                              3 Partial Wing           
                              2 XL Engine             
Right Arm                     5 Ferro-Lamellor        5
Left Arm                      5 Ferro-Lamellor        5
Right Leg                     2 Improved Jump Jet     0
Left Leg                      2 Improved Jump Jet     0

Right Arm Actuators: Shoulder, Upper Arm
Left Arm Actuators: Shoulder, Upper Arm

Weapons
and Ammo                 Location  Critical   Heat    Tonnage
Streak LRM 5 Ammo (24)      RT        1        -       1.0   
2 Streak LRM 5s             LA        2        2       4.0   
ER Medium Laser             LA        1        5       1.0   
Streak LRM 5 Ammo (24)      LT        1        -       1.0   
2 Streak LRM 5s             RA        2        2       4.0   
ER Medium Laser             RA        1        5       1.0   


Code: [Select]
Steel Crow A

Mass: 55 tons
Chassis: Standard Biped
Power Plant: 275 XL
Cruising Speed: 54 kph
Maximum Speed: 86.4 kph
Jump Jets: Improved
     Jump Capacity: 300 meters
Armor: Ferro-Lamellor
Armament:
     12.0 tons of pod space
Manufacturer: Unknown
     Primary Factory: Unknown
Communication System: Unknown
Targeting & Tracking System: Unknown
Introduction Year: 3145
Tech Rating/Availability: F/X-X-X-E
Cost: 16,642,802 C-bills

Type: Steel Crow
Technology Base: Clan (Experimental)
Tonnage: 55
Battle Value: 1,935

Equipment                                          Mass
Internal Structure                                  5.5
Engine                        275 XL                  8
Walking MP: 5
Running MP: 8
Jumping MP: 10
Double Heat Sink              10 [20]                 0
Gyro                                                  3
Cockpit                                               3
Armor Factor (Ferro-Lamellor) 182                    13

                          Internal   Armor   
                          Structure  Value   
     Head                    3         9     
     Center Torso            18        27   
     Center Torso (rear)               8     
     R/L Torso               13        20   
     R/L Torso (rear)                  6     
     R/L Arm                 9         17   
     R/L Leg                 13        26   

Weight and Space Allocation
Location                      Fixed               Space Remaining
Head                          None                    1
Center Torso                  2 Ferro-Lamellor        0
Right Torso                   6 Improved Jump Jet     1
                              3 Partial Wing           
                              2 XL Engine             
Left Torso                    6 Improved Jump Jet     1
                              3 Partial Wing           
                              2 XL Engine             
Right Arm                     5 Ferro-Lamellor        5
Left Arm                      5 Ferro-Lamellor        5
Right Leg                     2 Improved Jump Jet     0
Left Leg                      2 Improved Jump Jet     0

Right Arm Actuators: Shoulder, Upper Arm
Left Arm Actuators: Shoulder, Upper Arm

Weapons
and Ammo                     Location  Critical   Heat    Tonnage
Improved Heavy Large Laser      LA        3        18      4.0   
LB 5-X Cluster Ammo (20)        RA        1        -       1.0   
LB 5-X AC                       RA        4        1       7.0   


Code: [Select]
Steel Crow B

Mass: 55 tons
Chassis: Standard Biped
Power Plant: 275 XL
Cruising Speed: 54 kph
Maximum Speed: 86.4 kph
Jump Jets: Improved
     Jump Capacity: 300 meters
Armor: Ferro-Lamellor
Armament:
     12.0 tons of pod space
Manufacturer: Unknown
     Primary Factory: Unknown
Communication System: Unknown
Targeting & Tracking System: Unknown
Introduction Year: 3145
Tech Rating/Availability: F/X-X-X-E
Cost: 16,869,490 C-bills

Type: Steel Crow
Technology Base: Clan (Experimental)
Tonnage: 55
Battle Value: 2,457

Equipment                                          Mass
Internal Structure                                  5.5
Engine                        275 XL                  8
Walking MP: 5
Running MP: 8
Jumping MP: 10
Double Heat Sink              10 [20]                 0
Gyro                                                  3
Cockpit                                               3
Armor Factor (Ferro-Lamellor) 182                    13

                          Internal   Armor   
                          Structure  Value   
     Head                    3         9     
     Center Torso            18        27   
     Center Torso (rear)               8     
     R/L Torso               13        20   
     R/L Torso (rear)                  6     
     R/L Arm                 9         17   
     R/L Leg                 13        26   

Weight and Space Allocation
Location                      Fixed               Space Remaining
Head                          None                    1
Center Torso                  2 Ferro-Lamellor        0
Right Torso                   6 Improved Jump Jet     1
                              3 Partial Wing           
                              2 XL Engine             
Left Torso                    6 Improved Jump Jet     1
                              3 Partial Wing           
                              2 XL Engine             
Right Arm                     5 Ferro-Lamellor        5
Left Arm                      5 Ferro-Lamellor        5
Right Leg                     2 Improved Jump Jet     0
Left Leg                      2 Improved Jump Jet     0

Right Arm Actuators: Shoulder, Upper Arm
Left Arm Actuators: Shoulder, Upper Arm

Weapons
and Ammo                      Location  Critical   Heat    Tonnage
Small Pulse Laser                RT        1        2       1.0   
Improved Heavy Medium Laser      LA        2        7       1.0   
ER Large Laser                   LA        1        12      4.0   
Small Pulse Laser                LT        1        2       1.0   
Improved Heavy Medium Laser      RA        2        7       1.0   
ER Large Laser                   RA        1        12      4.0   


Code: [Select]
Steel Crow C

Mass: 55 tons
Chassis: Standard Biped
Power Plant: 275 XL
Cruising Speed: 54 kph
Maximum Speed: 86.4 kph
Jump Jets: Improved
     Jump Capacity: 300 meters
Armor: Ferro-Lamellor
Armament:
     12.0 tons of pod space
Manufacturer: Unknown
     Primary Factory: Unknown
Communication System: Unknown
Targeting & Tracking System: Unknown
Introduction Year: 3145
Tech Rating/Availability: F/X-X-X-E
Cost: 16,720,302 C-bills

Type: Steel Crow
Technology Base: Clan (Experimental)
Tonnage: 55
Battle Value: 2,099

Equipment                                          Mass
Internal Structure                                  5.5
Engine                        275 XL                  8
Walking MP: 5
Running MP: 8
Jumping MP: 10
Double Heat Sink              10 [20]                 0
Gyro                                                  3
Cockpit                                               3
Armor Factor (Ferro-Lamellor) 182                    13

                          Internal   Armor   
                          Structure  Value   
     Head                    3         9     
     Center Torso            18        27   
     Center Torso (rear)               8     
     R/L Torso               13        20   
     R/L Torso (rear)                  6     
     R/L Arm                 9         17   
     R/L Leg                 13        26   

Weight and Space Allocation
Location                      Fixed               Space Remaining
Head                          None                    1
Center Torso                  2 Ferro-Lamellor        0
Right Torso                   6 Improved Jump Jet     1
                              3 Partial Wing           
                              2 XL Engine             
Left Torso                    6 Improved Jump Jet     1
                              3 Partial Wing           
                              2 XL Engine             
Right Arm                     5 Ferro-Lamellor        5
Left Arm                      5 Ferro-Lamellor        5
Right Leg                     2 Improved Jump Jet     0
Left Leg                      2 Improved Jump Jet     0

Right Arm Actuators: Shoulder, Upper Arm
Left Arm Actuators: Shoulder, Upper Arm

Weapons
and Ammo                  Location  Critical   Heat    Tonnage
LRM 5 Smoke Ammo (24)        RT        1        -       1.0   
2 LRM 5s                     LA        2        2       2.0   
ER Medium Pulse Laser        LA        2        6       2.0   
LRM 5 Ammo (24)              LA        1        -       1.0   
LRM 5 Thunder Ammo (24)      LT        1        -       1.0   
2 LRM 5s                     RA        2        2       2.0   
ER Medium Pulse Laser        RA        2        6       2.0   
LRM 5 Ammo (24)              RA        1        -       1.0   


Well, I have like 4 more configs, but this is probably more than enough. I have a bunch of fluff for this in my head but this post is already going to be too long.

My design goals at the start of this thing were more or less the same for the Steel Crow as the Void Crow, which is why I had them related in the fluff. Basically, I wanted to make a good, premium Raven mech. They don't really have much in the way of 'modern' designs, their last mech was the Stinger IIC if I recall correctly, and that one was very much intentionally a budget design. Being Raven meant a few things: ferro-lamellor armour, because deeply ironically the inventors of the stuff only use it in the questionable Dark Crow 3 when even the Falcons(!) are putting it on to tanks(!); medium, because they seem to have a fetish for medium mechs and they already have the reasonably modern Deimos as an assault omnimech and curiously don't seem to have ever developed a heavy mech at all; jumpy and sort of bizarre because I was trying to imitate the Hippogriff design principles.
That led to some other things; my understanding is that, generally, unless you use FL to put your 'effective' armour over the maximum your mech can carry, FF is both lighter and uses less crits (which is why the use of it on the Dark Crow 3 is so dubious), so near-max armour was basically mandatory. The whole design principle of the Hippogriff is the use of IJJs and partial wing to get away with an underpowered engine (which is apparently actually heavier than just uprating the engine and installing the extra JJs) so I dropped to a 5/8 movement profile. I got sidetracked with the Void Crow in trying to make it go as fast as possible, but also for the fluff concern about different engine ratings. Ultimately, it turned into something that picked 'speed' and 'protection' in the triangle, which I considered acceptable because that was in theory what the Hippgriff did as well.

A version of the Steel Crow that just pods the IJJs instead of having them fixed would have 20 tonnes of pod space all up, more than reasonable for a 55 tonne mech, which is probably the most sensible course of action. I think I just felt it was too close to a FL version of the Gyrfalcon which was why I abandoned it.

Daryk

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Re: The Void Crow - Not (quite) a LAM
« Reply #9 on: 02 November 2019, 11:47:33 »
It's not so much an "even" number of jump jets, it's the movement modifier break points (3/5/7/10/18).  Your design philosophy seems to fit the Ravens (movement and protection over raw damage).  I think you could definitely do a whole line (3/5/7 assault, 4/6/7 heavy, the 5/8/10 above, and maybe even an 11/17/18 version).

Speedbump

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Re: The Void Crow - Not (quite) a LAM
« Reply #10 on: 02 November 2019, 18:36:18 »
It's not so much an "even" number of jump jets, it's the movement modifier break points (3/5/7/10/18).  Your design philosophy seems to fit the Ravens (movement and protection over raw damage).  I think you could definitely do a whole line (3/5/7 assault, 4/6/7 heavy, the 5/8/10 above, and maybe even an 11/17/18 version).
Is 11/17/18 even possible? I might be missing something but I've never managed to push past jump 17 when messing around with extreme designs.

Daryk

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Re: The Void Crow - Not (quite) a LAM
« Reply #11 on: 02 November 2019, 18:45:04 »
Maybe not... the closest I've gotten so far in SSW is still half a ton shy...

Daryk

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Re: The Void Crow - Not (quite) a LAM
« Reply #12 on: 02 November 2019, 19:09:04 »
Hmmm... finally looked at the crit chart... there is indeed no way to cram that many IJJ's into a 'mech, even if you could scrape up the necessary tonnage.

 

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